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  • 2 weeks later...
Posted (edited)
16 minutes ago, Vorontsov said:

Took a look at this (and gave you an artstation follow). Depending on where you place this, check out the armpit area. Looks like the baking or a texture didn't go very well there, but it can be fixed easily I think. Also, are the legs supposed to be that block like from the elbow/knee joints down towards the feet? I'm certain your reference makes it appear that way - I would suggest you stylize those areas (increase the length of the back feet some, decrease the length of the feet on the front legs, and also pinch the underarm of the front legs some so that it appears to be sculpted fur rather than a block).

Edited by Sigma
Posted

those leaves aren't very convincing, looks like it's made of origami + you should probably use more alpha planes to give it a more "bushy"(lol) silhouette

2250 tris seem a bit too much for such a simple shape though.

Posted

@tomm thanks for the crit. I duplicated the main rectangle, shrunk it and gave the outer one a slightly brighter texture with some alpha. This helped with depth. Regarding tri's, see the solid below, I'd love tips on cheaper techniques. I made the leaves in substance, I'll try my best to improve them.

scepter_hedge2.jpg

Posted (edited)

I think the gradient on the leaves is a little too uniform, which makes them look flat. Try to have the gradients move from the edge to the stem in the middle (also varied per leaf-segment) rather than from one end of the leaf to the other.

Re: Polycount, could you turn the leaf faces in to tris? I'm assuming they're non-solid, so you can have them protruding a way out from the main model in order to get enough space on each poly.  If  you do stick with quads you could also bend them along the middle edge to give the leaves some shape?

You could also move a lot of the sticky-out-faces to the edges of the bush as this is where they will be most effective.

Edited by text_fish
Posted
29 minutes ago, text_fish said:

I think the gradient on the leaves is a little too uniform, which makes them look flat. Try to have the gradients move from the edge to the stem in the middle (also varied per leaf-segment) rather than from one end of the leaf to the other.

Re: Polycount, could you turn the leaf faces in to tris? I'm assuming they're non-solid, so you can have them protruding a way out from the main model in order to get enough space on each poly.  If  you do stick with quads you could also bend them along the middle edge to give the leaves some shape?

You could also move a lot of the sticky-out-faces to the edges of the bush as this is where they will be most effective.

Good call. The horizontal gradient is subtle but does good. OLD vs NEW:

scepter_hedge3.jpg

I'll see what else I can do to improve the leaves.

I was able to make the separate branches into tri's like you suggested, that chopped off 700 tri's (!)

 

21 minutes ago, tomm said:

I'd only use a single rectangle with a flat diffuse, it doesn't make much of a difference with the additional one, only adds up geo.

0909_500.jpg

1109_500.jpg

sauce: https://simonschreibt.de/gat/airborn-trees/

Yeah I based the hedge off this technique. Don't think I agree that it makes no difference with an additional rectangle though. The outer one has a separate texture with a different seed and transparency, the inner is darker and has no transparency so that the player can't see through the hedge (important on this case). The difference in depth was great and the cost is negligible.

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